Cheri Kennedy's page

4 posts. No reviews. No lists. No wishlists.


RSS


I think the grapple modifiers for size are wildly inappropriate. Something else we might house rule to avoid 120lb monks from physically pinning 3000lb huge red dragons. Either that, or because the monk min/maxed and has 7 intel, make DC20 intel checks against unknown mobs to try and figure out their physiology. As in, "yeah, the dragon does not really care that you pulled on that particular part of his body. And thus did not have a pain response to encourage him to be moved 20 feet. Because your strength score sure as hell does not cover a 3K lb drag"

I will add more mobs (I have already upped the difficulty of nearly every encounter). One issue I have with that is I unintentionally almost one shotted the party tank, because I amped up a creatures Dex and Str mainly to increase his CMD. But then critted the fighter with the beefed stats! LOL

Also, anyone have comments on improved grapple, getting the bonus to CMD if the creature just wants to escape versus reverse? Also, what about hands full of rope taking the -4? Is that inherently correct or me nerfing?


I understand the link you posted as skipping the pin step. Turn 1 grapple, turn 2 go straight to tie up with a -5. So, they could do that on turn 2 when they are +19 and become +14 against 17. This would make the odds of 2 round insta boss kill: 80%*75%*90% = 54%.

Also, what type of party do you have? Our group is a monk, tanky fighter, ranger, sorcerer, rogue and cleric. They grind down bosses, but nothing at level 3 is delivering 3 shot take outs to AC 21, 50hp mobs.

The monk gets mage armor from the sorc, so is at AC20 and clerics have enough of a channel to keep them up should the mob attack and hit instead of trying to break grapple (but if they choose to not break the grapple, the odds of insta death skyrocket). Combat is only part of the game, but turning boss encounters into the WWE monk show concerns me. :)


Running RotRL AE. Beginner group and DM (me). Wondering about Grapple and if anyone house rules it to prevent boredom. For example, one of the "boss" fights, said boss had CMB +5, CMD +17. A min/maxed party monk with improved grapple is CMB +8 to grapple, +23 CMD if you allow improved grapple to add to his defense if someone is trying to break the grapple.

Anyway, 2 party members did an aid grapple and the monk got a +12 needing a 5. The boss then needed a 16 to break (cmd 23-2 for grappled condition of monk). The monk to maintain gets +8 normally, +4 aid, +5 circumstance, +2 because the other guy is grappled losing dexterity. Total +19 against a 17cmd. Boss now pinned. Boss fails escape. Boss now tied up.

So, math wise, the following had to happen: 80% orignal, 75% fail escape, 95% maintain, 75% fail escape, 95% tied up. = 41% chance of never hurting a 60hp NPC and cutting his throat at the end. And, if anywhere along the chain the NPC escapes, his action (attack) is burnt for the round and the process begins again. We are also playing with Hero Points, which I am fearful will now be held for all things grapple.

So rules questions and opinions. Please comment our interpretation is dead wrong/right and other house rules that have been considered.
1) Improved Grapple: +2 not only on grapple, but maintenance of grapple? Also +2 to CMD when opponent only wishes to escape, but not reverse grapple? *** Current house rule after last session is: +2 to grapple and maintenance, but DM can declare escape only and remove the +2 to the CMD of monk.

2) So, tying someone up: You fill your hands with rope right? So, do you take the -4 for not having 2 free hands? We housed ruled it as such, as tie up essentially means victory. Besides, coupled with your circumstance bonus you still get a net +1.

Any other considerations? Advice, reference and opinion all welcome.

Thank you.


I am running RotRL AE, I am a fairly new DM and most of the players are new, but all are gamers, so quick learning curve. We are coming up on a trap in game I wanted to know how the players should approach it. And in general how trapfinding should be approached.

I used the following rules:

CRB 416: Creatures that succeed on a perception check detect a trap before it is triggered. (Implies: All characters can detect traps. Problem: At what distance?)

CRB 69: Trap Spotter: Whenever a rogue within 10 feet of a trap.....immediate perception check. (Implies: Unless characters actively state they are searching for traps, then they get no opportunity at a perception check, otherwise this skill has no value.)

CRB 102: Perception Action: Most perception checks are reactive, made in response to observable stimulus. Intentionally searching for for stimulus is a move action. (This with trap spotter above implies it is up to the PC's to announce an active search for traps. Question is, for their move action to search, how much area do they search.....1 square?).

OK, as this relates to game play, I was going to institute a trapfinding speed, just need to decide if searching is 1 square or more when "searching for observable stimuls".

As applies to overland travel: Trapfinding speed would be half speed as half your action is searching. That way the PC's could travel from point A to point B at their chosen speed (and risk) if there was a trap along the path I would just make perceptions roll at the relevant time only (or triggering the trap). keeping the game flowing.

As applies to combat rounds: It will take a move action to search (opinions here, 1 square?) Effectively reducing speed of characters to 5ft. per round. Picture a bad guy 50 feet away. He is casting buff spells on himself. Do you want to move at full speed toward him? Or trapfinding speed? Again, once the PC's annouce their intention, they would just move round by round and I would make a roll at the relevant time with not much needing to be said or slowing down the game.

So, I really would like opinions or rule references to: If you spend a round searching, how much area can you search? (as this will affect speed in both instances above).

And, opinions on making traps relevant and how not to make them a game bog down. (I think they are most relevant as related to speed, if an enemy is preparing, if your friend is going to be sacrificed at noon and you are 10 miles away etc.)